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SI Deluxe-w/shot counting!


Nukey Shay

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Here's the one with corrected colors...uses the arcade game's shades of green, cyan, purple, green, yellow, and red. I also changed player 1 to be cyan (I thought it was green, but a quick check at KLOV showed it to be cyan)...and the barriers to orange.

 

I'm working on adding full color band info, so that when invaders drop they change color. Shouldn't take too much ;)

 

Somehow, when those invaders drop from yellow to red, it really gets my blood going :D I need to get that in!

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Aw...you flatter me :) If I were really a wiz, this would have already been done.

 

Change a byte... execute... change a byte... totally f'ed up... load previous .asm... change a byte... execute... Stella SQL.DLL crash... reboot... etc.

 

Repeat about 50 times and that's where I am currently :P

But it's not finished just yet...I've still got 44 bytes unused :lol:

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You could modify the explosions to make it more like the arcade.

 

While on the subject of hacking Space Invaders, would it be at all possible to scroll colors through the background or strobe the background as the invaders take a shot. Might make prove to be a psychadelic invader experience. 8) You'd have to put an epilepsy warning on the label though! :lolblue:

 

BTW... Nice hack, Nukey. It's always fun watching you tinker, tweak, and improve a game. :thumbsup:

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OMFG :o :lust: :thumbsup: . First off, a goof or a spoof is where some of the neat shit is discovered. Look at invisible pacman (author anonymous or unknown) created a neat hack with an awesome hack easter egg. So goof or no good, I like it! The second kicks as as I mentioned earlier in this thread

 

Cheers (Nukey: my real job email signature block is this:

When you fry your last backup, reboot, restore and watch it fry again) sorta similar to what you posted. LOL at your

 

I seond NE146

Holy sh*t nukey that looks f*cking r0x0ring!!!!!!1 Damn it sucks I get home on the weekdays at 10ish these days.. I wanna try this one out!!!

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You could modify the explosions to make it more like the arcade.

 

Holy crap is that the explode sequence from my hack? The hack I have on Atariage is an early version.. I eventually modded it shortly afterward to have more arcade like explosions and that looks just like it :P But I lost that file long ago!

 

 

<edit> ok I just checked.. (was friggin hard to find that file.. but I did have it) and no it's not. :P

0caa;       ;

0cab;       ;

0cac;    @  ;

0cad;   @@@ ;

0cae;  @@@@@;

0caf; @@@ @@@;

0cb0;  @@@@@;

0cb1;   @@@ ;

0cb2;    @  ;

0cb3;       ;



0cb4;       ;

0cb5;       ;

0cb6;  @   @;

0cb7;   @ @ ;

0cb8;    @  ;

0cb9;       ;

0cba; @@@ @@@;

0cbb;    @  ;

0cbc;    @  ;

0cbd;   @ @ ;

0cbe;  @   @;





0cbf;       ;

0cc0;  @   @;

0cc1;   @ @ ;

0cc2;       ;

0cc3;       ;

0cc4; @@   @@;

0cc5;       ;

0cc6;       ;

0cc7;   @ @ ;

0cc8;  @   @;

0cc9;       ;

0cca; @@@ @@@;

0ccb; @@@ @@@;

0ccc;  @   @;

0ccd;       ;

0cce;       ;

0ccf;       ;

0cd0; @     @;

0cd1;       ;

0cd2;       ;

0cd3;       ;

0cd4;  @   @;

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Thanks for the info! The explosions weren't tagged, so I had no idea yet what those locations were used for. Oddly, the 4th frame only works correctly if it's set at 14 bytes (opposed to 10 in all the others). Here's what I've used...

 

       .byte $00; |        | $FCAA

      .byte $00; |        | $FCAB

      .byte $00; |        | $FCAC

      .byte $10; |   X    | $FCAD

      .byte $6C; | XX XX  | $FCAE

      .byte $10; |   X    | $FCAF

      .byte $00; |        | $FCB0

      .byte $00; |        | $FCB1

      .byte $00; |        | $FCB2

      .byte $00; |        | $FCB3



      .byte $00; |        | $FCB4

      .byte $00; |        | $FCB5

      .byte $10; |   X    | $FCB6

      .byte $00; |        | $FCB7

      .byte $28; |  X X   | $FCB8

      .byte $82; |X     X | $FCB9

      .byte $28; |  X X   | $FCBA

      .byte $00; |        | $FCBB

      .byte $10; |   X    | $FCBC

      .byte $00; |        | $FCBD



      .byte $00; |        | $FCBE

      .byte $10; |   X    | $FCBF

      .byte $92; |X  X  X | $FCC0

      .byte $54; | X X X  | $FCC1

      .byte $00; |        | $FCC2

      .byte $C6; |XX   XX | $FCC3

      .byte $00; |        | $FCC4

      .byte $54; | X X X  | $FCC5

      .byte $92; |X  X  X | $FCC6

      .byte $10; |   X    | $FCC7



      .byte $00; |        | $FCC8

      .byte $00; |        | $FCC9

      .byte $00; |        | $FCCA

      .byte $10; |   X    | $FCCB

      .byte $00; |        | $FCCC

      .byte $82; |X     X | $FCCD

      .byte $00; |        | $FCCE

      .byte $00; |        | $FCCF

      .byte $00; |        | $FCD0

      .byte $00; |        | $FCD1

      .byte $00; |        | $FCD2

      .byte $82; |X     X | $FCD3

      .byte $00; |        | $FCD4

      .byte $10; |   X    | $FCD5

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I played SI Deluxe tonight and had a couple of ideas to throw at you, that is if you are open to suggestions. :-)

 

In the arcade version, the invader explosion is only one frame. So if you were to try and make this fairly true to the arcade, then you'd actually gain some space by doing it. ;-)

 

I bet you'd have no trouble making the spaceship siren a lot louder and more true to the arcade... haven't you had some experience with sirens? :wink: The invader's death, and cannon fire sounds could use some more tweaking as well. The stomp of the invaders is already close, but if it alternated through 4 slightly different pitches, that would be a bit truer to the arcade.

 

I really like the disappearing UFO! Very nice surprise! I was thinking that if you are able to free up space, then maybe you could create another sprite for the second UFO. Also, maybe if it would be possible to only draw half of the UFO sprite, and mirror the other side so that you could have full-size authentic looking UFO's without much loss of space.

 

Also I am posting the location where the death animation is. You may have already known where it was, but I noticed that the death animation is the same as in the original ROM and seems a bit taller than the new cannon sprite.

 

... slipping off topic for a second. I was wondering how hard it would be for a good hacker to take one element of another game and patch it into another existing game given there was enough space to do it? ie... if Galaxian were modified to use the starfield of Allia Quest.

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I was wondering how hard it would be for a good hacker to take one element of another game and patch it into another existing game given there was enough space to do it?  ie... if Galaxian were modified to use the starfield of Allia Quest.

Sorry, impossible!

 

Space is not the problem, but usually there just isn't enough free CPU time left. Maybe in some very early games, but definitely not in Galaxians with it's advanced multiple RESPx kernel.

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Hey, what happened to:

I played <a href="http://www.thomasconnolly.com/Games/Classic/">SI Deluxe</a> tonight and had a couple of ideas to throw at you, that is if you are open to suggestions.  

 

1) ...

 

2) ...

 

3) ...

 

...

 

... slipping off topic for a second. I was wondering how hard it would be for a good hacker to take one element of another game and patch it into another existing game given there was enough space to do it? ie... if Galaxian were modified to use the starfield of Allia Quest.

:?

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Sorry, impossible!  

 

Space is not the problem, but usually there just isn't enough free CPU time left. Maybe in some very early games, but definitely not in Galaxians with it's advanced multiple RESPx kernel.

 

Bummer. The starfield in Allia Quest is awesome! The game is pretty good too.

 

Hey, what happened to: ...

 

I went back to edit my post so that the html would work, and accidentally hit backspace and I thought I lost everything. I originally typed my message in notepad and copied and pasted into the forum. I forgot that the notepad was still open on my desktop. So the message is back now. Phew! :-)

 

I'm such a moron sometimes! I even amaze myself.

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I went back to edit my post so that the html would work, and accidentally hit backspace and I thought I lost everything.   I originally typed my message in notepad and copied and pasted into the forum.  I forgot that the notepad was still open on my desktop.  So the message is back now.  Phew!  :-)

Looks like you still lost one question, so here is the full text (from my browsers cache):

I played <a href="http://www.thomasconnolly.com/Games/Classic/">SI Deluxe</a> tonight and had a couple of ideas to throw at you, that is if you are open to suggestions.  

 

1) In the arcade version, the invader explosion is only one frame. So if you were to try and make this fairly true to the arcade, then you'd actually gain some space by doing it.  

 

2) I bet you'd have no trouble making the spaceship siren a lot louder and more true to the arcade... haven't you had some experience with sirens?  The invader's death, and cannon fire sounds could use some more tweaking as well. The stomp of the invaders is already close, but if it alternated through 4 slightly different pitches, that would be a bit truer to the arcade as well.  

 

3) I noticed the disappearing UFO! Very nice surprise! (I didn't see it mentioned in the thread... I may have skimmed too fast or something). I was thinking that if you are able to free up space, then maybe you could create another sprite for the second UFO. Also, maybe if it would be possible to only draw half of the UFO sprite, and mirror the other side so that you could have full-size authentic looking UFO's without much loss of space.  

 

Also I am posting the location where the death animation is. You may have already known where it was, but I noticed that the death animation is the same as in the original ROM and seems a bit taller than the new cannon sprite.  

 

... slipping off topic for a second. I was wondering how hard it would be for a good hacker to take one element of another game and patch it into another existing game given there was enough space to do it? ie... if Galaxian were modified to use the starfield of Allia Quest.

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About the changes...I haven't yet tried doing anything with sounds yet (because I -really- suck at figuring those out). I'm currently trying to discover which ram location dictates how much blank area exists between the top of the screen and the first invader...so that can be LSR'ed and used to load the color position. That way, all of the color bands can be included.

 

Same story with the unlabelled animations (like the invader death and the player death). It's true that the data tables can be eliminated, but the program itself would still be loading multiple frames until I change those immediate values in the program to labels. Like the sounds, this had taken a back seat to trying to figure out the color bands.

 

About larger UFO's, I'm not sure what you meant by mirroring. You mean using 2 sprites instead of only 1? That's getting into the kernal issues that Thomas mentioned...in order to add something in, you need to subtract something else. In display kernals, many games use NOP instructions or loops to waste a certian amount of time...and there aren't very many of those it seems :( Take even 1 cycle too long during sprite positioning, and the display ends up garbled.

 

The flashing mystery UFO isn't perfect yet anyway...in the arcade, it's impossible to hit it when the UFO disappears. Not so in this game (you can hit it, but you just can't see it).

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